\subsection*{Basic Attributes: Physical, Mental and Social}

\desc{Characters in aWoD have six attributes, that are divided into Physical, Mental, and Social.}

\desc{\begin{list}{}{\itemspace}
    \item {\large{\bolded{Physical Attributes}}}
\end{list}
\listone
    \item \ability{Strength:}{Strength determines how physically strong \emph{and} tough you are.}
    \item \ability{Agility:}{Agility is a combination of precision and speed.}
\end{list}}

\desc{\begin{list}{}{\itemspace}
    \item {\large{\bolded{Mental Attributes}}}
\end{list}
\listone
    \item \ability{Intuition:}{Intuition is a combination of empathic and physical perception.}
    \item \ability{Logic:}{Logic is a combination of scientific know-how and logical intelligence.}
\end{list}}

\desc{\begin{list}{}{\itemspace}
    \item {\large{\bolded{Social Attributes}}}
\end{list}
\listone
    \item \ability{Charisma:}{Charisma is one's ability to convince and ingratiate.}
    \item \ability{Willpower:}{Willpower is a combination of determination and domination.}
\end{list}}

\vspace{10pt}
\noindent{\textbf{Why no Body or Reaction?} Those familiar with the SR4 system will be quick to note that the attributes of Body and Reaction have been omitted. That is not an accident. Those attributes are used by almost no skills and primarily exist to add extra granularity to combat. Combat is hopefully not the point of most World of Darkness games, and in any case the granularity of ``normal humans'' in combat isn't even especially desirable. Folding Body into Strength and Reaction into Agility makes for a simpler system while losing relatively little. After all, granularity is being added back into the system with the physical disciplines that are in the hands of many player characters. For players of Storyteller games, the basic setup should be fairly familiar. Essentially it can be thought of as having simply lumped the ``power'' and ``resistance'' attributes together in each category. And honestly, considering how much more useful the ``finesse'' attribute was in all cases than either of the others, you can probably imagine why this was done.}

\subsection*{Special Attributes: Edge, Power, and Potency}

\desc{\bolded{Edge} in AWoD is structurally similar to Edge in SR4. You can spend it to reroll dice that fail or to purchase a number of dice equal to your Edge attribute to improve any test. Edge refreshes between chronicles. An important thing that Edge also does is that it adds to Resistance Rolls. You do not have to spend Edge to get bonus dice when soaking a stab wound or resisting mental domination -- the extra Edge dice are automatic and free. Whenever an ability says that the target resists with their Strength or Willpower (or whatever) you can assume that it means ``plus Edge'' if the target is a Luminary and actually has an Edge stat. An Edge can also be spent to gain an extra turn during a combat round or avoid seemingly certain death.}

\abox{Spending and Recovering Edge:}{\noindent{When you want to spend an Edge to gain a benefit on a single test, all you really have to do is say that you are doing so. Mark the Edge off and you'll see it again when a new chronicle starts. Your actual attribute does not fall, so if you are called to roll your Edge (for example during Resistance and Recovery tests), it is unmodified by how many Edge you ``have left'' for purchasing lucky breaks. When spending an Edge for an extra combat action, you announce that you are doing so at the end of the Initiative Pass that you last acted in. But when you are buying your way out of a deadly situation it is more complicated. At this point you are having fate intervene to save you in a narratively plausible fashion. This will require a negotiation of some kind with the Storyteller to determine what is plausible under the circumstances. Maybe it's the police showing up before the Trolls have the opportunity to put the boot in, maybe it's the floor collapsing and dumping your comatose character into the basement before the flames have an opportunity to burn them to death. It is advisable that a character being saved in such a manner be inconvenienced in some fashion. It's intended as a last ditch save-your-ass moment, not something to be smugly relied upon.}}

\desc{\bolded{Power} in aWoD is a parallel attribute similar to Edge. Rather than being spent on any test, Power is spent to activate specific supernatural abilities that a character might have. Power by itself doesn't do anything and does not refresh. Characters will have things to do with their Power and ways to refresh it if they are a supernatural creature. Characters have a \textbf{maximum} Power at any given time of 10 points plus 3 points per point of Potency. This means that most player characters (who have a Potency of 1) will have their Power fill up at 13.}

\desc{\emph{For example: Genevra is a vampire with the discipline of Celerity. As a vampire, she has the Vigor discipline and can spend Power points to increase her Strength for a scene. In addition, she can spend Power to take extra actions during a scene with her Celerity discipline. Because she is a vampire, she can refresh her power points by drinking blood from other people through their necks.}}

\noindent{\bolded{Potency} When a character's powers increase they may get a special attribute called \emph{Potency}. This works similarly to SR4 Initiation Grades or nWoD Blood Potency, save that Potency is added to the limits of every Physical, Mental, and Social attribute, and every point of Potency increases their maximum Power by 3.}